Packets and Protocols on a Network · seed 1 · A4, ink-friendly. The answer key prints on its own page for grown-ups.

Small packets, long journey

Computing · Computer Systems · ages 15-16
Name ______________________   Date ____________
  1. What do packet numbers allow at arrival?

    • Rebuilding the message in order
    • Faster screen colours
    • Free extra data
  2. Why travel in packets rather than one stream?

    • Packets look prettier
    • Streams are banned
    • Chunks can split routes, share links and dodge damage
  3. Packets sometimes arrive out of order.

    Circle one:   True   False

  4. A receiver expects 37 but sees 73. What does it know?

    • A packet between is missing or late
    • Everything arrived perfectly
    • The sender has finished
  5. A sender gets no acknowledgement before its timer ends. What does TCP do?

    • Deletes the whole message
    • Sends the packet again
    • Closes the internet
  6. What is a protocol?

    • A fast cable under the sea
    • Agreed rules for addressing, sending and checking
    • A brand of router
  7. Mail needs completeness while a live game needs speed. Which pairing fits?

    • Mail over UDP, game over TCP
    • Mail over TCP, game over UDP
    • Both over bare IP
  8. A video call breaks into squares yet keeps going. What does that show?

    • The screen is broken
    • Packets travel in streams
    • Most packets arrive while a few go astray
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Answer key

For grown-ups. Fold this page away before handing over the rest.

Small packets, long journey W1-mt_IffXVDtfLX-s1

  1. Rebuilding the message in order · Numbers tame the chaos when chunks land jumbled.
  2. Chunks can split routes, share links and dodge damage · Splitting trades tidiness for a tougher trip.
  3. True · Separate routes mean separate timings, so jumbling is routine.
  4. A packet between is missing or late · A jump past the expected number flags a gap in between.
  5. Sends the packet again · An unanswered timer means resend. Better twice than never.
  6. Agreed rules for addressing, sending and checking · Protocols let machines from different makers grasp each other.
  7. Mail over TCP, game over UDP · Mail wants completeness, while live play wants raw speed.
  8. Most packets arrive while a few go astray · Lost chunks show as squares while the surviving stream plays on.
Worksheet · LightMySky